/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include "Common.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "Opcodes.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "Item.h"
#include "UpdateData.h"
#include "ObjectAccessor.h"

void WorldSession::HandleSplitItemOpcode (WorldPacket & recv_data)
{
    //sLog->outDebug(LOG_FILTER_PACKETIO, "WORLD: CMSG_SPLIT_ITEM");
    uint8 srcbag, srcslot, dstbag, dstslot;
    uint32 count;

    recv_data >> srcbag >> srcslot >> dstbag >> dstslot >> count;
    //sLog->outDebug(LOG_FILTER_NETWORKIO, "STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u, dstslot = %u, count = %u", srcbag, srcslot, dstbag, dstslot, count);

    uint16 src = ((srcbag << 8) | srcslot);
    uint16 dst = ((dstbag << 8) | dstslot);

    if (src == dst)
        return;

    if (count == 0)
        return;          //check count - if zero it's fake packet

    if (!_player->IsValidPos(srcbag, srcslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }

    if (!_player->IsValidPos(dstbag, dstslot, false))          // can be autostore pos
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }

    _player->SplitItem(src, dst, count);
}

void WorldSession::HandleSwapInvItemOpcode (WorldPacket & recv_data)
{
    //sLog->outDebug(LOG_FILTER_PACKETIO, "WORLD: CMSG_SWAP_INV_ITEM");
    uint8 srcslot, dstslot;

    recv_data >> dstslot >> srcslot;
    //sLog->outDebug(LOG_FILTER_NETWORKIO, "STORAGE: receive srcslot = %u, dstslot = %u", srcslot, dstslot);

    // prevent attempt swap same item to current position generated by client at special checting sequence
    if (srcslot == dstslot)
        return;

    if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0, srcslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }

    if (!_player->IsValidPos(INVENTORY_SLOT_BAG_0, dstslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }

    uint16 src = ((INVENTORY_SLOT_BAG_0 << 8) | srcslot);
    uint16 dst = ((INVENTORY_SLOT_BAG_0 << 8) | dstslot);

    _player->SwapItem(src, dst);
}

void WorldSession::HandleAutoEquipItemSlotOpcode (WorldPacket & recv_data)
{
    uint64 itemguid;
    uint8 dstslot;
    recv_data >> itemguid >> dstslot;

    // cheating attempt, client should never send opcode in that case
    if (!Player::IsEquipmentPos(INVENTORY_SLOT_BAG_0, dstslot))
        return;

    Item* item = _player->GetItemByGuid(itemguid);
    uint16 dstpos = dstslot | (INVENTORY_SLOT_BAG_0 << 8);

    if (!item || item->GetPos() == dstpos)
        return;

    _player->SwapItem(item->GetPos(), dstpos);
}

void WorldSession::HandleSwapItem (WorldPacket & recv_data)
{
    //sLog->outDebug(LOG_FILTER_PACKETIO, "WORLD: CMSG_SWAP_ITEM");
    uint8 dstbag, dstslot, srcbag, srcslot;

    recv_data >> dstbag >> dstslot >> srcbag >> srcslot;
    //sLog->outDebug(LOG_FILTER_NETWORKIO, "STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u, dstslot = %u", srcbag, srcslot, dstbag, dstslot);

    uint16 src = ((srcbag << 8) | srcslot);
    uint16 dst = ((dstbag << 8) | dstslot);

    // prevent attempt swap same item to current position generated by client at special checting sequence
    if (src == dst)
        return;

    if (!_player->IsValidPos(srcbag, srcslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }

    if (!_player->IsValidPos(dstbag, dstslot, true))
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }

    _player->SwapItem(src, dst);
}

void WorldSession::HandleAutoEquipItemOpcode (WorldPacket & recv_data)
{
    //sLog->outDebug(LOG_FILTER_PACKETIO, "WORLD: CMSG_AUTOEQUIP_ITEM");
    uint8 srcbag, srcslot;

    recv_data >> srcbag >> srcslot;
    //sLog->outDebug(LOG_FILTER_NETWORKIO, "STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);

    Item *pSrcItem = _player->GetItemByPos(srcbag, srcslot);
    if (!pSrcItem)
        return;          // only at cheat

    uint16 dest;
    uint8 msg = _player->CanEquipItem(NULL_SLOT, dest, pSrcItem, !pSrcItem->IsBag());
    if (msg != EQUIP_ERR_OK)
    {
        _player->SendEquipError(msg, pSrcItem, NULL);
        return;
    }

    uint16 src = pSrcItem->GetPos();
    if (dest == src)          // prevent equip in same slot, only at cheat
        return;

    Item *pDstItem = _player->GetItemByPos(dest);
    if (!pDstItem)          // empty slot, simple case
    {
        _player->RemoveItem(srcbag, srcslot, true);
        _player->EquipItem(dest, pSrcItem, true);
        _player->AutoUnequipOffhandIfNeed();
    }
    else          // have currently equipped item, not simple case
    {
        uint8 dstbag = pDstItem->GetBagSlot();
        uint8 dstslot = pDstItem->GetSlot();

        msg = _player->CanUnequipItem(dest, !pSrcItem->IsBag());
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pDstItem, NULL);
            return;
        }

        // check dest->src move possibility
        ItemPosCountVec sSrc;
        uint16 eSrc = 0;
        if (_player->IsInventoryPos(src))
        {
            msg = _player->CanStoreItem(srcbag, srcslot, sSrc, pDstItem, true);
            if (msg != EQUIP_ERR_OK)
                msg = _player->CanStoreItem(srcbag, NULL_SLOT, sSrc, pDstItem, true);
            if (msg != EQUIP_ERR_OK)
                msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, sSrc, pDstItem, true);
        }
        else if (_player->IsBankPos(src))
        {
            msg = _player->CanBankItem(srcbag, srcslot, sSrc, pDstItem, true);
            if (msg != EQUIP_ERR_OK)
                msg = _player->CanBankItem(srcbag, NULL_SLOT, sSrc, pDstItem, true);
            if (msg != EQUIP_ERR_OK)
                msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, sSrc, pDstItem, true);
        }
        else if (_player->IsEquipmentPos(src))
        {
            msg = _player->CanEquipItem(srcslot, eSrc, pDstItem, true);
            if (msg == EQUIP_ERR_OK)
                msg = _player->CanUnequipItem(eSrc, true);
        }

        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pDstItem, pSrcItem);
            return;
        }

        // now do moves, remove...
        _player->RemoveItem(dstbag, dstslot, false);
        _player->RemoveItem(srcbag, srcslot, false);

        // add to dest
        _player->EquipItem(dest, pSrcItem, true);

        // add to src
        if (_player->IsInventoryPos(src))
            _player->StoreItem(sSrc, pDstItem, true);
        else if (_player->IsBankPos(src))
            _player->BankItem(sSrc, pDstItem, true);
        else if (_player->IsEquipmentPos(src))
            _player->EquipItem(eSrc, pDstItem, true);

        _player->AutoUnequipOffhandIfNeed();
    }
}

void WorldSession::HandleDestroyItemOpcode (WorldPacket & recv_data)
{
    //sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_DESTROYITEM");
    uint8 bag, slot, count, data1, data2, data3;

    recv_data >> bag >> slot >> count >> data1 >> data2 >> data3;
    //sLog->outDebug(LOG_FILTER_NETWORKIO, "STORAGE: receive bag = %u, slot = %u, count = %u", bag, slot, count);

    uint16 pos = (bag << 8) | slot;

    // prevent drop unequipable items (in combat, for example) and non-empty bags
    if (_player->IsEquipmentPos(pos) || _player->IsBagPos(pos))
    {
        uint8 msg = _player->CanUnequipItem(pos, false);
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, _player->GetItemByPos(pos), NULL);
            return;
        }
    }

    Item *pItem = _player->GetItemByPos(bag, slot);
    if (!pItem)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }

    if (pItem->GetProto()->Flags & ITEM_PROTO_FLAG_INDESTRUCTIBLE)
    {
        _player->SendEquipError(EQUIP_ERR_CANT_DROP_SOULBOUND, NULL, NULL);
        return;
    }

    if (count)
    {
        uint32 i_count = count;
        _player->DestroyItemCount(pItem, i_count, true);
    }
    else
        _player->DestroyItem(bag, slot, true);
}

// Only _static_ data send in this packet !!!
void WorldSession::HandleRequestHotFix (WorldPacket & recv_data)
{
    uint32 count, type;
    recv_data >> count >> type;

    if (type != DB2TYPE_ITEM_SPARSE && type != DB2TYPE_ITEM)
    {
        sLog->outString("Client tried to request update item data from non-handled update type");
        return;
    }

    for (uint32 i = 0; i < count; ++i)
    {
        uint32 item;
        recv_data >> item;
        recv_data.read_skip(8);
        WorldPacket data2(SMSG_DB_REPLY, 700);
        ByteBuffer data;

        data2 << uint32(type);          // Needed?
        data2 << uint32(item);

        ItemPrototype const* proto = ObjectMgr::GetItemPrototype(item);

        if (!proto)          // Item does not exist
        {
            data2 << uint32(4);          // sizeof(uint32)
            data2 << uint32(item | 0x80000000);
            SendPacket(&data2);
            continue;
        }
        else
        {
            data << uint32(item);
            if (type == DB2TYPE_ITEM)          // Update the base item shit
            {
                data << uint32(proto->Class);
                data << uint32(proto->SubClass);
                data << int32(proto->Unk0);
                data << uint32(proto->Material);
                data << uint32(proto->DisplayInfoID);
                data << uint32(proto->InventoryType);
                data << uint32(proto->Sheath);
            }
            else if (type == DB2TYPE_ITEM_SPARSE)          // Send more advanced shit
            {
                data << uint32(proto->Quality);
                data << uint32(proto->Flags);
                data << uint32(proto->Flags2);
                data << int32(proto->BuyPrice);
                data << uint32(proto->SellPrice);
                data << uint32(proto->InventoryType);
                data << int32(proto->AllowableClass);
                data << int32(proto->AllowableRace);
                data << uint32(proto->ItemLevel);
                data << uint32(proto->RequiredLevel);
                data << uint32(proto->RequiredSkill);
                data << uint32(proto->RequiredSkillRank);

                data << uint32(proto->RequiredSpell);
                data << uint32(proto->RequiredHonorRank);
                data << uint32(proto->RequiredCityRank);
                data << uint32(proto->RequiredReputationFaction);
                data << uint32(proto->RequiredReputationRank);
                data << int32(proto->MaxCount);
                data << int32(proto->Stackable);
                data << uint32(proto->ContainerSlots);

                for (uint32 x = 0; x < MAX_ITEM_PROTO_STATS; ++x)
                    data << uint32(proto->ItemStat[x].ItemStatType);

                for (uint32 x = 0; x < MAX_ITEM_PROTO_STATS; ++x)
                    data << int32(proto->ItemStat[x].ItemStatValue);

                // Till here we are going good, now we start with the unk shit
                for (uint32 x = 0; x < 20; ++x)          // 20 unk fields
                    data << uint32(0);

                data << uint32(proto->ScalingStatDistribution);
                data << uint32(proto->damageType);
                data << uint32(proto->Delay);
                data << float(proto->RangedModRange);

                for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
                    data << int32(proto->Spells[x].SpellId);

                for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
                    data << uint32(proto->Spells[x].SpellTrigger);

                for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
                    data << int32(proto->Spells[x].SpellCharges);

                for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
                    data << int32(proto->Spells[x].SpellCooldown);

                for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
                    data << uint32(proto->Spells[x].SpellCategory);

                for (uint32 x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
                    data << int32(proto->Spells[x].SpellCategoryCooldown);

                data << uint32(proto->Bonding);

                // Now we send item names :S pascal string?
                const char* str = proto->Name1;
                data << uint16(strlen(str) + 1);
                data << str;

                for (uint32 x = 0; x < 3; ++x)          // other 3 names
                {
                    const char* str = (const char*) "";
                    data << uint16(strlen(str) + 1);
                    data << str;
                }

                // Now we send item descriptions :S pascal string?
                const char* str2 = (const char*) "";
                data << uint16(strlen(str2) + 1);
                data << str2;

                data << uint32(proto->PageText);
                data << uint32(proto->LanguageID);
                data << uint32(proto->PageMaterial);
                data << uint32(proto->StartQuest);
                data << uint32(proto->LockID);
                data << int32(proto->Material);
                data << uint32(proto->Sheath);
                data << int32(proto->RandomProperty);
                data << int32(proto->RandomSuffix);
                data << uint32(proto->ItemSet);
                data << uint32(proto->MaxDurability);

                data << uint32(proto->Area);
                data << uint32(proto->Map);
                data << uint32(proto->BagFamily);
                data << uint32(proto->TotemCategory);

                for (uint32 x = 0; x < MAX_ITEM_PROTO_SOCKETS; ++x)
                    data << uint32(proto->Socket[x].Color);

                for (uint32 x = 0; x < MAX_ITEM_PROTO_SOCKETS; ++x)
                    data << uint32(proto->Socket[x].Content);

                data << uint32(proto->socketBonus);
                data << uint32(proto->GemProperties);
                data << float(proto->ArmorDamageModifier);
                data << int32(proto->Duration);
                data << uint32(proto->ItemLimitCategory);
                data << uint32(proto->HolidayId);

                data << float(0.0f);          // StatScalingFactor
                data << uint32(0);
                data << uint32(0);
            }

            data2 << uint32(data.size());
            data2.append(data);
        }

        data2 << uint32(type);
        SendPacket(&data2);
    }
}

void WorldSession::HandleReadItem (WorldPacket & recv_data)
{
    //sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_READ_ITEM");

    uint8 bag, slot;
    recv_data >> bag >> slot;

    //sLog->outDetail("STORAGE: Read bag = %u, slot = %u", bag, slot);
    Item *pItem = _player->GetItemByPos(bag, slot);

    if (pItem && pItem->GetProto()->PageText)
    {
        WorldPacket data;

        uint8 msg = _player->CanUseItem(pItem);
        if (msg == EQUIP_ERR_OK)
        {
            data.Initialize(SMSG_READ_ITEM_OK, 8);
            sLog->outDetail("STORAGE: Item page sent");
        }
        else
        {
            data.Initialize(SMSG_READ_ITEM_FAILED, 8);
            sLog->outDetail("STORAGE: Unable to read item");
            _player->SendEquipError(msg, pItem, NULL);
        }
        data << pItem->GetGUID();
        SendPacket(&data);
    }
    else
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
}

void WorldSession::HandlePageQuerySkippedOpcode (WorldPacket & recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_PAGE_TEXT_QUERY");

    uint32 itemid;
    uint64 guid;

    recv_data >> itemid >> guid;

    sLog->outDetail("Packet Info: itemid: %u guidlow: %u guidentry: %u guidhigh: %u", itemid, GUID_LOPART(guid), GUID_ENPART(guid), GUID_HIPART(guid));
}

void WorldSession::HandleSellItemOpcode (WorldPacket & recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_SELL_ITEM");
    uint64 vendorguid, itemguid;
    uint32 count;

    recv_data >> vendorguid >> itemguid >> count;

    if (!itemguid)
    return;

    Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR);
    if (!pCreature)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleSellItemOpcode - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(vendorguid)));
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, itemguid, 0);
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STAT_DIED))
    GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    Item *pItem = _player->GetItemByGuid(itemguid);
    if (pItem)
    {
        // prevent sell not owner item
        if (_player->GetGUID() != pItem->GetOwnerGUID())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
            return;
        }

        // prevent sell non empty bag by drag-and-drop at vendor's item list
        if (pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
            return;
        }

        // prevent sell currently looted item
        if (_player->GetLootGUID() == pItem->GetGUID())
        {
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
            return;
        }

        // prevent selling item for sellprice when the item is still refundable
        // this probably happens when right clicking a refundable item, the client sends both
        // CMSG_SELL_ITEM and CMSG_REFUND_ITEM (unverified)
        if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE))
        return;// Therefore, no feedback to client

        // special case at auto sell (sell all)
        if (count == 0)
        {
            count = pItem->GetCount();
        }
        else
        {
            // prevent sell more items that exist in stack (possible only not from client)
            if (count > pItem->GetCount())
            {
                _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
                return;
            }
        }

        ItemPrototype const *pProto = pItem->GetProto();
        if (pProto)
        {
            if (pProto->SellPrice > 0)
            {
                if (count < pItem->GetCount())          // need split items
                {
                    Item *pNewItem = pItem->CloneItem(count, _player);
                    if (!pNewItem)
                    {
                        sLog->outError("WORLD: HandleSellItemOpcode - could not create clone of item %u; count = %u", pItem->GetEntry(), count);
                        _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
                        return;
                    }

                    pItem->SetCount(pItem->GetCount() - count);
                    _player->ItemRemovedQuestCheck(pItem->GetEntry(), count);
                    if (_player->IsInWorld())
                    pItem->SendUpdateToPlayer(_player);
                    pItem->SetState(ITEM_CHANGED, _player);

                    _player->AddItemToBuyBackSlot(pNewItem);
                    if (_player->IsInWorld())
                    pNewItem->SendUpdateToPlayer(_player);
                }
                else
                {
                    _player->ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
                    _player->RemoveItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    pItem->RemoveFromUpdateQueueOf(_player);
                    _player->AddItemToBuyBackSlot(pItem);
                }

                uint32 money = pProto->SellPrice * count;
                _player->ModifyMoney(money);
                _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS, money);
            }
            else
            _player->SendSellError(SELL_ERR_CANT_SELL_ITEM, pCreature, itemguid, 0);
            return;
        }
    }
    _player->SendSellError(SELL_ERR_CANT_FIND_ITEM, pCreature, itemguid, 0);
    return;
}

void WorldSession::HandleBuybackItem (WorldPacket & recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_BUYBACK_ITEM");
    uint64 vendorguid;
    uint32 slot;

    recv_data >> vendorguid >> slot;

    Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR);
    if (!pCreature)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleBuybackItem - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(vendorguid)));
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, 0, 0);
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    Item *pItem = _player->GetItemFromBuyBackSlot(slot);
    if (pItem)
    {
        uint64 price = _player->GetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + slot - BUYBACK_SLOT_START);
        if (!_player->HasEnoughMoney(price))
        {
            _player->SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, pItem->GetEntry(), 0);
            return;
        }

        ItemPosCountVec dest;
        uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
        if (msg == EQUIP_ERR_OK)
        {
            _player->ModifyMoney(-(int32) price);
            _player->RemoveItemFromBuyBackSlot(slot, false);
            _player->ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
            _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
            _player->StoreItem(dest, pItem, true);
        }
        else
            _player->SendEquipError(msg, pItem, NULL);
        return;
    }
    else
        _player->SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, 0, 0);
}

void WorldSession::HandleBuyItemInSlotOpcode (WorldPacket & recv_data)
{
    sLog
    ->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_BUY_ITEM_IN_SLOT");
    uint64 vendorguid, bagguid;
    uint32 item, slot, count;
    uint8 bagslot, unk;

    recv_data >> vendorguid >> unk >> item >> slot >> count >> bagguid >> bagslot;

    // client expects count starting at 1, and we send vendorslot+1 to client already
    if (slot > 0)
    --slot;
    else
    return;// cheating

    uint8 bag = NULL_BAG;// init for case invalid bagGUID

    // find bag slot by bag guid
    if (bagguid == _player->GetGUID() || bagguid == 0)
    bag = INVENTORY_SLOT_BAG_0;
    else
    {
        for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
        {
            if (Bag *pBag = (Bag*)_player->GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            {
                if (bagguid == pBag->GetGUID())
                {
                    bag = i;
                    break;
                }
            }
        }
    }

    // bag not found, cheating?
    if (bag == NULL_BAG)
    return;

    GetPlayer()->BuyItemFromVendorSlot(vendorguid, slot, item, count, bag, bagslot);
}

void WorldSession::HandleBuyItemOpcode (WorldPacket & recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Received CMSG_BUY_ITEM");
    uint64 vendorguid;
    uint8 unk;
    uint32 item, slot, count;
    uint64 unk1;
    uint8 unk2;

    recv_data >> vendorguid;
    recv_data >> unk;          // 4.0.6
    recv_data >> item >> slot >> count;
    recv_data >> unk1;// 4.0.6
    recv_data >> unk2;

    // client expects count starting at 1, and we send vendorslot+1 to client already
    if (slot > 0)
    --slot;
    else
    return;// cheating

    GetPlayer()->BuyItemFromVendorSlot(vendorguid, slot, item, count, NULL_BAG, NULL_SLOT);
}

void WorldSession::HandleListInventoryOpcode (WorldPacket & recv_data)
{
    uint64 guid;

    recv_data >> guid;

    if (!GetPlayer()->isAlive())
        return;

    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_LIST_INVENTORY");

    SendListInventory(guid);
}

void WorldSession::SendListInventory (uint64 vendorguid)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_LIST_INVENTORY");

    Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR);
    if (!pCreature)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: SendListInventory - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(vendorguid)));
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, 0, 0);
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    // Stop the npc if moving
    if (pCreature->HasUnitState(UNIT_STAT_MOVING))
        pCreature->StopMoving();

    VendorItemData const* vItems = pCreature->GetVendorItems();
    if (!vItems)
    {
        WorldPacket data(SMSG_LIST_INVENTORY, (8 + 1 + 1 + 2), true);
        data << uint64(vendorguid);
        data << uint8(0);          // count==0, next will be error code
        data << uint8(0);          // "Vendor has no inventory"
        SendPacket(&data);
        return;
    }

    uint32 numitems = vItems->GetItemCount();
    uint8 count = 0;

    WorldPacket data(SMSG_LIST_INVENTORY, (8 + 1 + numitems * 9 * 4 + 1 * numitems + 2), true);
    data << uint64(vendorguid);

    size_t count_pos = data.wpos();
    data << uint8(count);

    float discountMod = _player->GetReputationPriceDiscount(pCreature);

    for (uint32 vendorslot = 0; vendorslot < numitems; ++vendorslot)
    {
        if (VendorItem const* crItem = vItems->GetItem(vendorslot))
        {
            if (ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(crItem->item))
            {
                if ((pProto->AllowableClass & _player->getClassMask()) == 0 && pProto->Bonding == BIND_WHEN_PICKED_UP && !_player->isGameMaster())
                    continue;
                // Only display items in vendor lists for the team the
                // player is on. If GM on, display all items.
                if (!_player->isGameMaster() && ((pProto->Flags2 & ITEM_FLAGS_EXTRA_HORDE_ONLY && _player->GetTeam() == ALLIANCE) || (pProto->Flags2 == ITEM_FLAGS_EXTRA_ALLIANCE_ONLY && _player->GetTeam() == HORDE)))
                    continue;
                ++count;
                if (count == 150)
                    break;          // client can only display 15 pages

                // reputation discount
                int32 price = crItem->IsGoldRequired(pProto) ? uint32(floor(pProto->BuyPrice * discountMod)) : 0;
				
                // Items sold out are not displayed in list
                uint32 leftInStock = !crItem->maxcount ? 0xFFFFFFFF : pCreature->GetVendorItemCurrentCount(crItem);
                if (!_player->isGameMaster() && !leftInStock)
                    continue;

					
                // If the item is a guild reward, dont display it if the player does not fit the requirements
                // ToDo: Theese items must have a flag, find it
                if (QueryResult res = WorldDatabase.PQuery("SELECT achievement, standing FROM guild_rewards WHERE item_entry = %u", crItem->item))
                {
                    Guild* guild = sGuildMgr->GetGuildById(_player->GetGuildId());
                    if (!guild)
                        continue;
                    Field *fields = res->Fetch();

                    // Check for achievement NOT YET
                    //if (!guild->GetAchievementMgr().HasAchieved(fields[0].GetUInt32()))
                     //   continue;

                    // Check for standing
                    uint32 repReq = fields[1].GetUInt32();
                    if (repReq)
                        if (ReputationRank(repReq) > _player->GetReputationRank(1168)) // Does not have enough reputation
                            continue;
                }				

                data << uint32(vendorslot + 1);          // client expects counting to start at 1
                data << uint32(1);          // unknow value 4.0.1, always 1
                data << uint32(crItem->item);
                data << uint32(pProto->DisplayInfoID);
                data << int32(crItem->maxcount <= 0 ? 0xFFFFFFFF : pCreature->GetVendorItemCurrentCount(crItem));
                data << uint32(price);
                data << uint32(pProto->MaxDurability);
                data << uint32(pProto->BuyCount);
                data << uint32(crItem->ExtendedCost);
                data << uint8(0);          // unk 4.0.1
            }
        }
    }

    //TODO: add error messages.
    /*switch ( v13 )
     {
     case 2:
     ConsoleWrite(v7, a2, (int)"You are too far away", 0);
     break;
     case 1:
     ConsoleWrite(v7, a2, (int)"I don't think he likes you very much", 0);
     break;
     case 0:
     ConsoleWrite(v7, a2, (int)"Vendor has no inventory", 0);
     break;
     case 3:
     ConsoleWrite(v7, a2, (int)"Vendor is dead", 0);
     break;
     case 4:
     ConsoleWrite(v7, a2, (int)"You can't shop while dead.", 0);
     break;
     default:
     break;
     }*/

    if (count == 0)
    {
        data << uint8(0);
        SendPacket(&data);
        return;
    }

    data.put<uint8>(count_pos, count);
    SendPacket(&data);
}

void WorldSession::HandleAutoStoreBagItemOpcode (WorldPacket & recv_data)
{
    //sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOSTORE_BAG_ITEM");
    uint8 srcbag, srcslot, dstbag;

    recv_data >> srcbag >> srcslot >> dstbag;
    //sLog->outDebug(LOG_FILTER_NETWORKIO, "STORAGE: receive srcbag = %u, srcslot = %u, dstbag = %u", srcbag, srcslot, dstbag);

    Item *pItem = _player->GetItemByPos(srcbag, srcslot);
    if (!pItem)
        return;

    if (!_player->IsValidPos(dstbag, NULL_SLOT, false))          // can be autostore pos
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return;
    }

    uint16 src = pItem->GetPos();

    // check unequip potability for equipped items and bank bags
    if (_player->IsEquipmentPos(src) || _player->IsBagPos(src))
    {
        uint8 msg = _player->CanUnequipItem(src, !_player->IsBagPos(src));
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pItem, NULL);
            return;
        }
    }

    ItemPosCountVec dest;
    uint8 msg = _player->CanStoreItem(dstbag, NULL_SLOT, dest, pItem, false);
    if (msg != EQUIP_ERR_OK)
    {
        _player->SendEquipError(msg, pItem, NULL);
        return;
    }

    // no-op: placed in same slot
    if (dest.size() == 1 && dest[0].pos == src)
    {
        // just remove grey item state
        _player->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);
        return;
    }

    _player->RemoveItem(srcbag, srcslot, true);
    _player->StoreItem(dest, pItem, true);
}

void WorldSession::HandleBuyBankSlotOpcode (WorldPacket& recvPacket)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_BUY_BANK_SLOT");

    uint64 guid;
    recvPacket >> guid;

    // cheating protection
    /* not critical if "cheated", and check skip allow by slots in bank windows open by .bank command.
     Creature *pCreature = GetPlayer()->GetNPCIfCanInteractWith(guid, UNIT_NPC_FLAG_BANKER);
     if (!pCreature)
     {
     sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleBuyBankSlotOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)));
     return;
     }
     */

    uint32 slot = _player->GetBankBagSlotCount();

    // next slot
    ++slot;

    sLog->outDetail("PLAYER: Buy bank bag slot, slot number = %u", slot);

    BankBagSlotPricesEntry const* slotEntry = sBankBagSlotPricesStore.LookupEntry(slot);

    WorldPacket data(SMSG_BUY_BANK_SLOT_RESULT, 4);

    if (!slotEntry)
    {
        data << uint32(ERR_BANKSLOT_FAILED_TOO_MANY);
        SendPacket(&data);
        return;
    }

    uint64 price = slotEntry->price;

    if (!_player->HasEnoughMoney(price))
    {
        data << uint32(ERR_BANKSLOT_INSUFFICIENT_FUNDS);
        SendPacket(&data);
        return;
    }

    _player->SetBankBagSlotCount(slot);
    _player->ModifyMoney(-int32(price));

    data << uint32(ERR_BANKSLOT_OK);
    SendPacket(&data);

    _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT);
}

void WorldSession::HandleAutoBankItemOpcode (WorldPacket& recvPacket)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOBANK_ITEM");
    uint8 srcbag, srcslot;

    recvPacket >> srcbag >> srcslot;
    sLog->outDebug(LOG_FILTER_NETWORKIO, "STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);

    Item *pItem = _player->GetItemByPos(srcbag, srcslot);
    if (!pItem)
    return;

    ItemPosCountVec dest;
    uint8 msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
    if (msg != EQUIP_ERR_OK)
    {
        _player->SendEquipError(msg, pItem, NULL);
        return;
    }

    if (dest.size() == 1 && dest[0].pos == pItem->GetPos())
    {
        _player->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);
        return;
    }

    _player->RemoveItem(srcbag, srcslot, true);
    _player->BankItem(dest, pItem, true);
}

void WorldSession::HandleAutoStoreBankItemOpcode (WorldPacket& recvPacket)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_AUTOSTORE_BANK_ITEM");
    uint8 srcbag, srcslot;

    recvPacket >> srcbag >> srcslot;
    sLog->outDebug(LOG_FILTER_NETWORKIO, "STORAGE: receive srcbag = %u, srcslot = %u", srcbag, srcslot);

    Item *pItem = _player->GetItemByPos(srcbag, srcslot);
    if (!pItem)
    return;

    if (_player->IsBankPos(srcbag, srcslot))          // moving from bank to inventory
    {
        ItemPosCountVec dest;
        uint8 msg = _player->CanStoreItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pItem, NULL);
            return;
        }

        _player->RemoveItem(srcbag, srcslot, true);
        _player->StoreItem(dest, pItem, true);
    }
    else          // moving from inventory to bank
    {
        ItemPosCountVec dest;
        uint8 msg = _player->CanBankItem(NULL_BAG, NULL_SLOT, dest, pItem, false);
        if (msg != EQUIP_ERR_OK)
        {
            _player->SendEquipError(msg, pItem, NULL);
            return;
        }

        _player->RemoveItem(srcbag, srcslot, true);
        _player->BankItem(dest, pItem, true);
    }
}

void WorldSession::HandleSetAmmoOpcode (WorldPacket & recv_data)
{
    if (!GetPlayer()->isAlive())
    {
        GetPlayer()->SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, NULL, NULL);
        return;
    }

    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_SET_AMMO");
    uint32 item;

    recv_data >> item;

    if (!item)
        GetPlayer()->RemoveAmmo();
    else
        GetPlayer()->SetAmmo(item);
}

void WorldSession::SendEnchantmentLog (uint64 Target, uint64 Caster, uint32 ItemID, uint32 SpellID)
{
    WorldPacket data(SMSG_ENCHANTMENTLOG, (8 + 8 + 4 + 4 + 1));          // last check 4.0.6a
    data << uint64(Target);
    data << uint64(Caster);
    data << uint32(ItemID);
    data << uint32(SpellID);
    SendPacket(&data);
}

void WorldSession::SendItemEnchantTimeUpdate (uint64 Playerguid, uint64 Itemguid, uint32 slot, uint32 Duration)
{
    // last check 2.0.10
    WorldPacket data(SMSG_ITEM_ENCHANT_TIME_UPDATE, (8 + 4 + 4 + 8));
    data << uint64(Itemguid);
    data << uint32(slot);
    data << uint32(Duration);
    data << uint64(Playerguid);
    SendPacket(&data);
}

void WorldSession::HandleItemNameQueryOpcode (WorldPacket & recv_data)
{
    uint32 itemid;
    recv_data >> itemid;
    recv_data.read_skip<uint64>();          // guid

    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_ITEM_NAME_QUERY %u", itemid);
    ItemSetNameEntry const *pName = sObjectMgr->GetItemSetNameEntry(itemid);
    if (pName)
    {
        std::string Name = pName->name;
        int loc_idx = GetSessionDbLocaleIndex();
        if (loc_idx >= 0)
            if (ItemSetNameLocale const *isnl = sObjectMgr->GetItemSetNameLocale(itemid))
                sObjectMgr->GetLocaleString(isnl->Name, loc_idx, Name);

        WorldPacket data(SMSG_ITEM_NAME_QUERY_RESPONSE, (4 + Name.size() + 1 + 4));
        data << uint32(itemid);
        data << Name;
        data << uint32(pName->InventoryType);
        SendPacket(&data);
    }
}

void WorldSession::HandleWrapItemOpcode (WorldPacket& recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "Received opcode CMSG_WRAP_ITEM");

    uint8 gift_bag, gift_slot, item_bag, item_slot;
    //recv_data.hexlike();

    recv_data >> gift_bag >> gift_slot;// paper
    recv_data >> item_bag >> item_slot;// item

    sLog->outDebug(LOG_FILTER_NETWORKIO, "WRAP: receive gift_bag = %u, gift_slot = %u, item_bag = %u, item_slot = %u", gift_bag, gift_slot, item_bag, item_slot);

    Item *gift = _player->GetItemByPos(gift_bag, gift_slot);
    if (!gift)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL);
        return;
    }

    if (!(gift->GetProto()->Flags & ITEM_PROTO_FLAG_WRAPPER))          // cheating: non-wrapper wrapper
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, gift, NULL);
        return;
    }

    Item *item = _player->GetItemByPos(item_bag, item_slot);

    if (!item)
    {
        _player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, NULL);
        return;
    }

    if (item == gift)          // not possable with pacjket from real client
    {
        _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->IsEquipped())
    {
        _player->SendEquipError(EQUIP_ERR_EQUIPPED_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->GetUInt64Value(ITEM_FIELD_GIFTCREATOR))          // HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED);
    {
        _player->SendEquipError(EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->IsBag())
    {
        _player->SendEquipError(EQUIP_ERR_BAGS_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->IsSoulBound())
    {
        _player->SendEquipError(EQUIP_ERR_BOUND_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    if (item->GetMaxStackCount() != 1)
    {
        _player->SendEquipError(EQUIP_ERR_STACKABLE_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    // maybe not correct check  (it is better than nothing)
    if (item->GetProto()->MaxCount>0)
    {
        _player->SendEquipError(EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED, item, NULL);
        return;
    }

    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    trans->PAppend("INSERT INTO character_gifts VALUES ('%u', '%u', '%u', '%u')", GUID_LOPART(item->GetOwnerGUID()), item->GetGUIDLow(), item->GetEntry(), item->GetUInt32Value(ITEM_FIELD_FLAGS));
    item->SetEntry(gift->GetEntry());

    switch (item->GetEntry())
    {
        case 5042: item->SetEntry(5043); break;
        case 5048: item->SetEntry(5044); break;
        case 17303: item->SetEntry(17302); break;
        case 17304: item->SetEntry(17305); break;
        case 17307: item->SetEntry(17308); break;
        case 21830: item->SetEntry(21831); break;
    }
    item->SetUInt64Value(ITEM_FIELD_GIFTCREATOR, _player->GetGUID());
    item->SetUInt32Value(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED);
    item->SetState(ITEM_CHANGED, _player);

    if (item->GetState() == ITEM_NEW)          // save new item, to have alway for `character_gifts` record in `item_instance`
    {
        // after save it will be impossible to remove the item from the queue
        item->RemoveFromUpdateQueueOf(_player);
        item->SaveToDB(trans);// item gave inventory record unchanged and can be save standalone
    }
    CharacterDatabase.CommitTransaction(trans);

    uint32 count = 1;
    _player->DestroyItemCount(gift, count, true);
}

void WorldSession::HandleSocketOpcode (WorldPacket& recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_SOCKET_GEMS");

    uint64 item_guid;
    uint64 gem_guids[MAX_GEM_SOCKETS];

    recv_data >> item_guid;
    if (!item_guid)
        return;

    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
        recv_data >> gem_guids[i];

    //cheat -> tried to socket same gem multiple times
    if ((gem_guids[0] && (gem_guids[0] == gem_guids[1] || gem_guids[0] == gem_guids[2])) || (gem_guids[1] && (gem_guids[1] == gem_guids[2])))
        return;

    Item *itemTarget = _player->GetItemByGuid(item_guid);
    if (!itemTarget)          //missing item to socket
        return;

    ItemPrototype const* itemProto = itemTarget->GetProto();
    if (!itemProto)
        return;

    //this slot is excepted when applying / removing meta gem bonus
    uint8 slot = itemTarget->IsEquipped() ? itemTarget->GetSlot() : uint8(NULL_SLOT);

    Item *Gems[MAX_GEM_SOCKETS];
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
        Gems[i] = gem_guids[i] ? _player->GetItemByGuid(gem_guids[i]) : NULL;

    GemPropertiesEntry const *GemProps[MAX_GEM_SOCKETS];
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)          //get geminfo from dbc storage
        GemProps[i] = (Gems[i]) ? sGemPropertiesStore.LookupEntry(Gems[i]->GetProto()->GemProperties) : NULL;

    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)          //check for hack maybe
    {
        if (!GemProps[i])
            continue;

        // tried to put gem in socket where no socket exists (take care about prismatic sockets)
        if (!itemProto->Socket[i].Color)
        {
            // no prismatic socket
            if (!itemTarget->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT))
                return;

            // not first not-colored (not normaly used) socket
            if (i != 0 && !itemProto->Socket[i - 1].Color && (i + 1 >= MAX_GEM_SOCKETS || itemProto->Socket[i + 1].Color))
                return;

            // ok, this is first not colored socket for item with prismatic socket
        }

        // tried to put normal gem in meta socket
        if (itemProto->Socket[i].Color == SOCKET_COLOR_META && GemProps[i]->color != SOCKET_COLOR_META)
            return;

        // tried to put meta gem in normal socket
        if (itemProto->Socket[i].Color != SOCKET_COLOR_META && GemProps[i]->color == SOCKET_COLOR_META)
            return;
    }

    uint32 GemEnchants[MAX_GEM_SOCKETS];
    uint32 OldEnchants[MAX_GEM_SOCKETS];
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)          //get new and old enchantments
    {
        GemEnchants[i] = (GemProps[i]) ? GemProps[i]->spellitemenchantement : 0;
        OldEnchants[i] = itemTarget->GetEnchantmentId(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT + i));
    }

    // check unique-equipped conditions
    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
    {
        if (!Gems[i])
            continue;

        // continue check for case when attempt add 2 similar unique equipped gems in one item.
        ItemPrototype const* iGemProto = Gems[i]->GetProto();

        // unique item (for new and already placed bit removed enchantments
        if (iGemProto->Flags & ITEM_PROTO_FLAG_UNIQUE_EQUIPPED)
        {
            for (int j = 0; j < MAX_GEM_SOCKETS; ++j)
            {
                if (i == j)          // skip self
                    continue;

                if (Gems[j])
                {
                    if (iGemProto->ItemId == Gems[j]->GetEntry())
                    {
                        _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                        return;
                    }
                }
                else if (OldEnchants[j])
                {
                    if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]))
                    {
                        if (iGemProto->ItemId == enchantEntry->GemID)
                        {
                            _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                            return;
                        }
                    }
                }
            }
        }

        // unique limit type item
        int32 limit_newcount = 0;
        if (iGemProto->ItemLimitCategory)
        {
            if (ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(iGemProto->ItemLimitCategory))
            {
                // NOTE: limitEntry->mode is not checked because if item has limit then it is applied in equip case
                for (int j = 0; j < MAX_GEM_SOCKETS; ++j)
                {
                    if (Gems[j])
                    {
                        // new gem
                        if (iGemProto->ItemLimitCategory == Gems[j]->GetProto()->ItemLimitCategory)
                            ++limit_newcount;
                    }
                    else if (OldEnchants[j])
                    {
                        // existing gem
                        if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(OldEnchants[j]))
                            if (ItemPrototype const* jProto = ObjectMgr::GetItemPrototype(enchantEntry->GemID))
                                if (iGemProto->ItemLimitCategory == jProto->ItemLimitCategory)
                                    ++limit_newcount;
                    }
                }

                if (limit_newcount > 0 && uint32(limit_newcount) > limitEntry->maxCount)
                {
                    _player->SendEquipError(EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED, itemTarget, NULL);
                    return;
                }
            }
        }

        // for equipped item check all equipment for duplicate equipped gems
        if (itemTarget->IsEquipped())
        {
            if (uint8 res = _player->CanEquipUniqueItem(Gems[i], slot, limit_newcount >= 0 ? limit_newcount : 0))
            {
                _player->SendEquipError(res, itemTarget, NULL);
                return;
            }
        }
    }

    bool SocketBonusActivated = itemTarget->GemsFitSockets();          //save state of socketbonus
    _player->ToggleMetaGemsActive(slot, false);          //turn off all metagems (except for the target item)

    //if a meta gem is being equipped, all information has to be written to the item before testing if the conditions for the gem are met

    //remove ALL enchants
    for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + MAX_GEM_SOCKETS; ++enchant_slot)
        _player->ApplyEnchantment(itemTarget, EnchantmentSlot(enchant_slot), false);

    for (int i = 0; i < MAX_GEM_SOCKETS; ++i)
    {
        if (GemEnchants[i])
        {
            itemTarget->SetEnchantment(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT + i), GemEnchants[i], 0, 0);
            if (Item* guidItem = _player->GetItemByGuid(gem_guids[i]))
                _player->DestroyItem(guidItem->GetBagSlot(), guidItem->GetSlot(), true);
        }
    }

    for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + MAX_GEM_SOCKETS; ++enchant_slot)
        _player->ApplyEnchantment(itemTarget, EnchantmentSlot(enchant_slot), true);

    bool SocketBonusToBeActivated = itemTarget->GemsFitSockets();          //current socketbonus state
    if (SocketBonusActivated ^ SocketBonusToBeActivated)          //if there was a change...
    {
        _player->ApplyEnchantment(itemTarget, BONUS_ENCHANTMENT_SLOT, false);
        itemTarget->SetEnchantment(BONUS_ENCHANTMENT_SLOT, (SocketBonusToBeActivated ? itemTarget->GetProto()->socketBonus : 0), 0, 0);
        _player->ApplyEnchantment(itemTarget, BONUS_ENCHANTMENT_SLOT, true);
        //it is not displayed, client has an inbuilt system to determine if the bonus is activated
    }

    _player->ToggleMetaGemsActive(slot, true);          //turn on all metagems (except for target item)

    itemTarget->SetSoulboundTradeable(NULL, _player, false);          // clear tradeable flag
}

void WorldSession::HandleCancelTempEnchantmentOpcode (WorldPacket& recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_CANCEL_TEMP_ENCHANTMENT");

    uint32 eslot;

    recv_data >> eslot;

    // apply only to equipped item
    if (!Player::IsEquipmentPos(INVENTORY_SLOT_BAG_0, eslot))
        return;

    Item* item = GetPlayer()->GetItemByPos(INVENTORY_SLOT_BAG_0, eslot);

    if (!item)
        return;

    if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
        return;

    GetPlayer()->ApplyEnchantment(item, TEMP_ENCHANTMENT_SLOT, false);
    item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
}

void WorldSession::HandleItemRefundInfoRequest (WorldPacket& recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_ITEM_REFUND_INFO");

    uint64 guid;
    recv_data >> guid;          // item guid

    Item *item = _player->GetItemByGuid(guid);
    if (!item)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "Item refund: item not found!");
        return;
    }

    GetPlayer()->SendRefundInfo(item);
}

void WorldSession::HandleItemRefund (WorldPacket &recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_ITEM_REFUND");
    uint64 guid;
    recv_data >> guid;          // item guid

    Item *item = _player->GetItemByGuid(guid);
    if (!item)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "Item refund: item not found!");
        return;
    }

    GetPlayer()->RefundItem(item);
}

/**
 * Handles the packet sent by the client when requesting information about item text.
 *
 * This function is called when player clicks on item which has some flag set
 */
void WorldSession::HandleItemTextQuery (WorldPacket & recv_data)
{
    uint64 itemGuid;
    recv_data >> itemGuid;

    sLog->outDebug(LOG_FILTER_NETWORKIO, "CMSG_ITEM_TEXT_QUERY item guid: %u", GUID_LOPART(itemGuid));

    WorldPacket data(SMSG_ITEM_TEXT_QUERY_RESPONSE, (4 + 10));          // guess size

    if (Item *item = _player->GetItemByGuid(itemGuid))
    {
        data << uint8(0);          // has text
        data << uint64(itemGuid);          // item guid
        data << item->GetText();
    }
    else
    {
        data << uint8(1);          // no text
    }

    SendPacket(&data);
}

void WorldSession::HandleReforgeOpcode (WorldPacket & recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "Received packet CMSG_REFORGE");

    uint32 slot, reforgeEntry, bag;
    int64 vendor_GUID;

    recv_data >> slot;
    recv_data >> reforgeEntry;
    recv_data >> vendor_GUID;
    recv_data >> bag;

    Item *item = _player->GetItemByPos(bag, slot);

    if (!item)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "Item reforge: item not found!");
        return;
    }

    if ((item->GetUInt32Value(ITEM_FIELD_ENCHANTMENT_9_1)) && reforgeEntry)          // prevent hackers and exploiting
    {
        sLog->outError("Item %u was been alrdy reforged!");
        return;
    }

    Creature *creature = GetPlayer()->GetNPCIfCanInteractWith(vendor_GUID, UNIT_NPC_FLAG_REFORGER);
    if (!creature)
    {
        sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: HandleReforgeOpcode - Unit (GUID: %u) not found or you can not interact with him.", uint32(GUID_LOPART(vendor_GUID)));
        _player->SendSellError(SELL_ERR_CANT_FIND_VENDOR, NULL, item->GetGUID(), 0);
        return;
    }

    ItemPrototype const* proto = item->GetProto();
    if (!proto)
    {
        // this can't happen
        return;
    }

    if (proto->ItemLevel < 200)
    {
        // client should have already checked this so no client message is needed
        sLog->outError("Item %u level %u too low to reforge", proto->ItemId, proto->ItemLevel);
        return;
    }

    if (reforgeEntry)
    {
        int32 price = proto->SellPrice;
        if (price < 1 * GOLD)
        price = 1 * GOLD;          // blizz: minimum reforge cost is 1 gold

        if (!_player->HasEnoughMoney(price))
        {
            _player->SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, creature, item->GetEntry(), 0);
            return;
        }

        _player->ModifyMoney(-price);
    }

    // remove old reforge before applying new if equipped
    _player->ApplyEnchantment(item, REFORGE_ENCHANTMENT_SLOT, false);

    item->SetEnchantment(REFORGE_ENCHANTMENT_SLOT, reforgeEntry, 0, 0);

    // add new reforge if equipped
    _player->ApplyEnchantment(item, REFORGE_ENCHANTMENT_SLOT, true);

    item->SetSoulboundTradeable(NULL, _player, false);
}
